These are below alphas. I seriously don't understand how you could see that any of these characters are fit for release. Deejay-Everything about him feels slow, and wonky. -Walk, and backwalk velocities are too low.-Backdash sends him too far up (Y-velocity value is too high)-All ground velocities on every move are too low. -There's really no reason for A.HP to cause air.fall but I guess that's more of a personal preference. -No whiff sounds at all. -This is something that frustrated me. Your commands are inconsistent. Why is it that there is no x version for Air Slasher? Why does light Machine Gun upper require 2 buttons? No b version of low Jackknife Maximum even though this is a six button character. Readme said:hold down-back(3) then down-fwd, down-back, b - Climax Break - [Power = 2000]Can you do this? - CNS said:power = 3800,attack = 61,life = 1050,defence = 110Wat-Even the taunt feels slow. -Inconsistent hitsounds. Special/Super attacks default to the light CvS2 hitsound. -Inconsistent chaining. LP, MP, HP works but CLP, CMP, CHP doesn't. -The second hit of Jackknife Maximum will whiff if the opponent isn't in the air. Mainly because the first hit doesn't have a y ground velocity. -Fast Air Slasher needs more y ground velocity. -He need less Y-Accel.
GT Yzan said, February 11, 2011, 07:24:43 pmThese are below alphas. I seriously don't understand how you could see that any of these characters are fit for release. Deejay-Everything about him feels slow, and wonky. -Walk, and backwalk velocities are too low.-Backdash sends him too far up (Y-velocity value is too high)-All ground velocities on every move are too low. -There's really no reason for A.HP to cause air.fall but I guess that's more of a personal preference. -No whiff sounds at all. -This is something that frustrated me. Your commands are inconsistent. Why is it that there is no x version for Air Slasher? Why does light Machine Gun upper require 2 buttons? No b version of low Jackknife Maximum even though this is a six button character. Readme said:hold down-back(3) then down-fwd, down-back, b - Climax Break - [Power = 2000]Can you do this? - CNS said:power = 3800,attack = 61,life = 1050,defence = 110Wat-Even the taunt feels slow. -Inconsistent hitsounds. Special/Super attacks default to the light CvS2 hitsound. -Inconsistent chaining. LP, MP, HP works but CLP, CMP, CHP doesn't. -The second hit of Jackknife Maximum will whiff if the opponent isn't in the air. Because the first hit doesn't have a y ground velocity. -Fast Air Slasher needs more y ground velocity. -He need less Y-Accel.Everything that isn't struck through is still valid / unfixed.-Max Out projectiles produce hitsparks and hitsounds when they make contact.-Jackknife Maximum(s) is(are) stiff too. Not enough velocity and their hitsounds default to the cvs2 light hit
drewski90 said, June 07, 2012, 06:48:30 amwe look confused about what's been updated with these characters, so please tell usOk, For Haohmaru, I made the kneeling recovery state for the kongetsu zan. This state happens after he launches himself in the air and comes back down to the ground. Also did a little work on his normals. Fixing some velocities. I also re-configured his get hit sounds. They are more frequent, and more efficent. also Did a lttle BG work. Fro Dee Jay. I re-configured the coding for his max out super, and air slasher. I had reposition the proj itself. Also I did work on the hit and collision boxes of the Proj. I made some changes to the level 3 BG. And His get hit sound coding was reconfigured. The coding is much more efficent. PS: Please remeber some updates may not be easily visible.